-Currently in early access-
A fast, often one hit kill, fighting game that serves as the Bushido Blade kind of title that I have been missing.
Each fighter has their own kind of weapon and fighting style that can involve chaining attacks, feints, guard stances, and dodges. Each of the face buttons on a controller is a different kind of attack, movement and stances can further alter the attacks. Attacks can be dodged, blocked automatically, or met with blows your own depending on how you attack and the way that you are defending based on your stance. Your character can block even when advancing on your opponent but hitting back can cancel you out of early attack animations and put up your guard faster. Getting very close to an opponent can allow you to push their hand away to leave them momentarily defenseless, you can grab them for a finishing move if they don't counter it, and when you get in to close for effecting weapon attacks your strikes will turn into punches or kicks that can stun or push back your opponent. Holding a trigger button will activate a long guard where you can access different types of attacks or switch how you are holding your weapon by going into the long guard while holding up or down to switch to a higher or lower stance, often the long guard will get you access to more long ranged thrusting attacks to keep an opponent at bay.
There is a good number of stages with some being more open fields and some being more confined areas or places with obstacles, fitting better with certain characters or strategies. Each section of your body is given its own life bar that can be better defended depending on the character, even if one life bar isn't depleted taking too much damage in multiple areas can also cause you to lose a duel. Hit sections include the head, torso, wrists, hip, arms, thighs, and legs. A graphic to show each of these health bars can be turned on and off in the options menu, as can fighter stamina. Further customization can allow you to change the look of weapons, allowing you to do things like fight with wooden weapons, and to change how sharp they are to reduce or even further increase damage. A mode has recently been added to follow the rules of many duels where a "right of way" mode can be toggled where the winner can be declared in a situation where both combatants kill or severely injure each other based on whose turn it should have been to attack.
Very fun fighting game with friends or against the AI.
Still in early access and lacks the story mode but has regular matches, survival mode, the ability to invite and play with other players over remote play or locally, and newly added first person and VR modes.
Videos
https://youtu.be/1yKNkwUMoXc
https://youtu.be/808MGby2GV0
https://youtu.be/rZXka9v37jw
https://youtu.be/MFmJU2FeNQo
A fast, often one hit kill, fighting game that serves as the Bushido Blade kind of title that I have been missing.
Each fighter has their own kind of weapon and fighting style that can involve chaining attacks, feints, guard stances, and dodges. Each of the face buttons on a controller is a different kind of attack, movement and stances can further alter the attacks. Attacks can be dodged, blocked automatically, or met with blows your own depending on how you attack and the way that you are defending based on your stance. Your character can block even when advancing on your opponent but hitting back can cancel you out of early attack animations and put up your guard faster. Getting very close to an opponent can allow you to push their hand away to leave them momentarily defenseless, you can grab them for a finishing move if they don't counter it, and when you get in to close for effecting weapon attacks your strikes will turn into punches or kicks that can stun or push back your opponent. Holding a trigger button will activate a long guard where you can access different types of attacks or switch how you are holding your weapon by going into the long guard while holding up or down to switch to a higher or lower stance, often the long guard will get you access to more long ranged thrusting attacks to keep an opponent at bay.
There is a good number of stages with some being more open fields and some being more confined areas or places with obstacles, fitting better with certain characters or strategies. Each section of your body is given its own life bar that can be better defended depending on the character, even if one life bar isn't depleted taking too much damage in multiple areas can also cause you to lose a duel. Hit sections include the head, torso, wrists, hip, arms, thighs, and legs. A graphic to show each of these health bars can be turned on and off in the options menu, as can fighter stamina. Further customization can allow you to change the look of weapons, allowing you to do things like fight with wooden weapons, and to change how sharp they are to reduce or even further increase damage. A mode has recently been added to follow the rules of many duels where a "right of way" mode can be toggled where the winner can be declared in a situation where both combatants kill or severely injure each other based on whose turn it should have been to attack.
Very fun fighting game with friends or against the AI.
Still in early access and lacks the story mode but has regular matches, survival mode, the ability to invite and play with other players over remote play or locally, and newly added first person and VR modes.
Videos
https://youtu.be/1yKNkwUMoXc
https://youtu.be/808MGby2GV0
https://youtu.be/rZXka9v37jw
https://youtu.be/MFmJU2FeNQo
Thoughts have arisen playing this, more aesthetic than the game itself
A couple of notes:
-The vast majority of confrontations in fighting games are raised under an ultrafictitious logic that the aesthetics of combat is something similar to "a dance", perhaps that is why tremendous animations are designed with an almost liquid fluidity of movement, that's great, the body, as a flexible element disconnected from logic, should always be explored, but it is very far from the truth; Martial arts training, adapted for sport or not, is remotely similar to dance in that both are rehearsal and rehearsal, to feel and perfect a physical technique, but not much more. And the direct and real metrics of a fight are opposite to those of a couple dance. The aesthetic satisfaction that comes from seeing performers at their peak of skill is the only link between the two arts, and that too is probably inaccurate, because fighters must fail and dancers cannot afford it.
-The fights on martial arts action movies , THAT is dance. complete and absolute
- The possibilities of space and its pleasures in video games are a long way from being fully resolved or discovered and clinging to combos and the metagames has resulted in an unconscious disregard for topography and the impact it has on 3D action. Devil May Cry 4 and the trickster style are somewhat to blame for this by proposing a game of juggling, and partly because we have focused a lot on the sensations of weight, jumping and the impact of the blows, which is perfectly fine, but What about the ground we land and step on?
-From the point of view of competition, the best is an infinite arena, without obstacles or topography as such; smooth floor, colorful backgrounds.
But then the hitboxes of each fighter should be more imprecise and chaotic, right? obeying the bodies and less computer codes.
-That's bullshit, digital bodies are made of computer code
-F.uck
Savaki, Tekken 4 and Hellish Quart are my favorite 3d fighting games for approaching space combat from the flexibility and chaos of collisions and location, rather than hitbox and perfect distances. That's the only thing I have more or less clear lol
A couple of notes:
-The vast majority of confrontations in fighting games are raised under an ultrafictitious logic that the aesthetics of combat is something similar to "a dance", perhaps that is why tremendous animations are designed with an almost liquid fluidity of movement, that's great, the body, as a flexible element disconnected from logic, should always be explored, but it is very far from the truth; Martial arts training, adapted for sport or not, is remotely similar to dance in that both are rehearsal and rehearsal, to feel and perfect a physical technique, but not much more. And the direct and real metrics of a fight are opposite to those of a couple dance. The aesthetic satisfaction that comes from seeing performers at their peak of skill is the only link between the two arts, and that too is probably inaccurate, because fighters must fail and dancers cannot afford it.
-The fights on martial arts action movies , THAT is dance. complete and absolute
- The possibilities of space and its pleasures in video games are a long way from being fully resolved or discovered and clinging to combos and the metagames has resulted in an unconscious disregard for topography and the impact it has on 3D action. Devil May Cry 4 and the trickster style are somewhat to blame for this by proposing a game of juggling, and partly because we have focused a lot on the sensations of weight, jumping and the impact of the blows, which is perfectly fine, but What about the ground we land and step on?
-From the point of view of competition, the best is an infinite arena, without obstacles or topography as such; smooth floor, colorful backgrounds.
But then the hitboxes of each fighter should be more imprecise and chaotic, right? obeying the bodies and less computer codes.
-That's bullshit, digital bodies are made of computer code
-F.uck
Savaki, Tekken 4 and Hellish Quart are my favorite 3d fighting games for approaching space combat from the flexibility and chaos of collisions and location, rather than hitbox and perfect distances. That's the only thing I have more or less clear lol